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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Level 2 Augmented Reality System (PokePhy) to Complement Physics Subjects in a Private University in Lima, Peru.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Deyby Huamanchahua</string-name>
          <email>dhuamanchahua@utec.edu.pe</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gabriel G. Guzmán-Ramos</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adrián M. Gómez-Sánchez</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonny F. Corcino-Castillo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shandi X. Aymar-Marticorena</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>José D. Rojas-Vargas</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Suni Escobar- Baquerizo</string-name>
          <email>suni.escobar@usil.pe</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Deisy L. Acosta-Ticse</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hector Valcarcel-Castillo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Continental, Department of Mechatronics Engineering</institution>
          ,
          <addr-line>Huancayo</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad ESAN</institution>
          ,
          <addr-line>Lima</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Peruana de Ciencias Aplicadas</institution>
          ,
          <addr-line>Facultad de Negocios, Lima</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universidad San Ignacio de Loyola, Facultad de Ingenieria</institution>
          ,
          <addr-line>Lima</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Universidad de Ingenieria y Tecnologia - UTEC, Department of Electrical and Mechatronics Engineering</institution>
          ,
          <addr-line>Lima</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>PokePhy is a project that introduces augmented reality into university-level physics education, employing tools like Unity 3D and Vuforia SDK to create an interactive learning experience. By emphasizing speed, time, and distance, the application offers students two difficulty levels (tutorials and quizzes), facilitating active engagement with the subject matter. While demonstrating the potential of augmented reality in higher education, the project also highlights the need for refined user interfaces and considerations for camera quality and lighting conditions. In doing so, "PokePhy" represents an innovative step towards harnessing technology for enhanced learning experiences at the university level.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Augmented reality</kwd>
        <kwd>education</kwd>
        <kwd>physics</kwd>
        <kwd>Unity 3D</kwd>
        <kwd>Vuforia SDK</kwd>
        <kwd>gamification</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Augmented reality technology, as part of immersive technologies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], has a wide range of
applications ranging from healthcare, tourism, military, and aviation; however, in education, it
has proven to be a great provider of interactive learning and helps to enhance the learning
process experience [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Its popularity has been increasing in recent years. It was even found that
this popularity was similarly distributed in different countries, mainly in primary to university
education in other subjects [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This shows this tool's great potential and use as a learning
enhancer in low-level and university education. Due to the constant difficulty of students to find
a better way or technique for learning and the increasing, often worrying, use of devices such as
cell phones or digital tablets, mainly in universities [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], it is of utmost importance to find new
0000-0003-0726-4765 (D. Huamanchahua); 0009-0007-7676-8357 (G. G. Guzmán-Ramos); 0009-0001-4179-0075
(A. M. Gómez-Sánchez); 0009-0002-9672-526X (A. F. Corcino-Castillo); 0009-0008-0147-0182 (S. X.
AymarMarticorena); 0009-0002-0018-3452 (J. D. Rojas-Vargas); 0009-0003-9672-8759 (S. Escobar-Baquerizo);
0000-00029117-4115 (D. L. Acosta-Ticse) ; 0000-0003-0588-4506 (H. Valcarcel-Castillo)
© 2023 Copyright for this paper by its authors.
      </p>
      <p>Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
techniques or tools that help students to make educational use of these devices. This can be
achieved through augmented reality technology [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Specifically, the purpose is to improve the learning experience through a personalized tool and
improve and enhance students' cognitive skills. This is because it has been demonstrated that the
ability of augmented reality significantly enhances the ability to memorize through gamification
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. For this reason, it was proposed to develop an application with this critical feature, as it is
known that the game of people is a driver of skills and abilities, both physical and mental, which
translates into greater creativity and imagination [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The vast majority of background on the use
of augmented reality in education was done in primary education subjects, with the vast majority
of these focusing on capturing children’s attention, which differs somewhat from the focus of this
research; however, the background presented provides valuable information on the use of
augmented reality [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] as a factor with a possible significant impact on learning [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and capable of
enhancing students’ problem-based learning through promoting a positive attitude and
longterm retention of physics-related topics [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        One of the investigations used the free tool Aumentaty [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] to generate augmented reality
content quickly. The second research created its FenAR [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] application with the Unity 3D
platform and the Vuforia SDK. The first of the latter two is a well-known powerful 3D game engine
used in conjunction with augmented reality tools to superimpose the virtual on reality and thus
create augmented reality applications or games; at the same time, Vuforia is a raised reality
software development kit that uses computer vision to detect one-dimensional images or objects
and thus place 2D or 3D models on them [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>The present research used these two tools to develop the application called PokePhy. This
application has a user-friendly interface with highly recognizable character images,
demonstrating its video game character. The application consists of two levels: easy and complex,
the first with simple physics problems and the second with more complex issues closely related
to the first mode. These problems were given randomly and tried to complete the classic physics
formulas with an invocation of one of the three 3D models. Each model represented a specific
dimension, which could be viewed through custom markers.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>
        Most of the research related to augmented reality applied in the educational sector focuses on
primary education and the development and implementation of applications capable of attracting
and improving attention and, therefore, learning in children [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ]. However, in the case of
university students [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], although not much research was found where augmented reality was
applied to teaching, the two precedents show project proposals related to what is aimed to be
achieved with PokePhy, in addition to the use of complete tools such as Unity 3D platform and
Vuforia SDK. Subsequently, both backgrounds will be described.
      </p>
      <p>
        The first aimed to develop basic skills in educational technology using mobile devices [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
This application (shown in Figure 1) was used to work on different skills in critical thinking,
comprehensive thinking, and content analysis. Augmented Reality's possibilities are more
significant due to the easy manipulation of objects and group teamwork.
      </p>
      <p>In addition, the methodology used is the project method, which was divided into three phases:
The first is about the exploration of images through augmented reality with the devices used. The
second phase is the collection of information on the art, culture, and society of the pre-Roman
peoples. Finally, the third phase identifies the general characteristics of Iberian art by comparing
the different works. The subject planned to be taught through the application is Social Sciences
in Albacete. The topic touched on in the application is the Iberian art of the same province of
Spain. The results were positive because it is an application that runs on a mobile device. It
increases the motivation of the students and stimulates an improvement in learning. Through the
figures presented in the application, it awakened the interest and curiosity of the students. In
addition, now that they are learning, they interactively have fun with the classroom dynamics.</p>
      <p>
        The second background [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] (shown in Figure 2) mainly evaluated the impact of augmented
reality technologies on problem-based learning and physics-related topics in seventh graders in
northern Turkey. In addition, a final comparison was made between the results of two
experimental groups: one group using augmented reality as a tool for problem-based learning
and another group using only augmented reality as a tool for problem-based learning. Its
methodology consisted of a preparation for the students, that is, dividing them into groups with
the characteristics mentioned above. Instructions were given on how each group should behave.
Then, an integration between augmented reality technology and problem-based learning was
performed (at the stages where it was necessary). Finally, an evaluation was conducted to
measure the level of knowledge and their attitude toward physics. Their results showed a highly
positive impact of augmented reality technology on problem-based learning. Also, they warned
that the non-use of this technology in this context leads to a much lower learning performance.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>The main objective of active methodologies is always the same: the participation and cooperation
of students in the learning process [17]; however, there are many highly widespread in the
educational sector, ranging from problem-based or project-based learning to gamification, which
will be used in the research [18]. This type of active methodology has been gaining popularity
lately because it consists of applying elements and principles of games in a more educational or
learning environment to achieve greater motivation and engagement for learners [19]. However,
these benefits could be better if we consider what gamification entails, mainly the connection
between the player and the game. This indicates that the player should find everything he/she
needs efficiently to have a positive relationship with the game [20]. Thus, it is proposed to use the
cascade methodology to develop the PokePhy application.</p>
      <p>The cascade methodology (illustrated in Figure 3) is a traditional approach to software
development that attempts to simulate the designs of other industries. It divides the entire
software project into phases, dependent on the previous stage [21]. In this research, the points of
this methodology will be followed, describing how the application was realized through the steps
of the methodology diagram extracted from another study [22]. It culminates with a test of the
functionality where some university students use the PokePhy application to invoke the 3D
elements on the customized cards with a nice theme and playability.</p>
      <sec id="sec-3-1">
        <title>3.1. Application Requirements</title>
        <sec id="sec-3-1-1">
          <title>The list of requirements [23] for the system design is shown in Table 1.</title>
        </sec>
        <sec id="sec-3-1-2">
          <title>Requirements Description</title>
          <p>The application will allow young university students to develop cognitive
1</p>
          <p>skills like memory.
2
3
4
5
6
7
8
9</p>
        </sec>
        <sec id="sec-3-1-3">
          <title>The user will be able to access the application by cell phone.</title>
        </sec>
        <sec id="sec-3-1-4">
          <title>The application can play music, sounds on buttons, and augmented reality interaction.</title>
        </sec>
        <sec id="sec-3-1-5">
          <title>The application will not collect information from its users.</title>
        </sec>
        <sec id="sec-3-1-6">
          <title>The application will not make recordings through the camera.</title>
        </sec>
        <sec id="sec-3-1-7">
          <title>The user can visualize the 3D models through their mobile devices.</title>
        </sec>
        <sec id="sec-3-1-8">
          <title>The application shall have a tutorial section for each of the difficulties.</title>
        </sec>
        <sec id="sec-3-1-9">
          <title>The application shall have two levels of difficulty.</title>
        </sec>
        <sec id="sec-3-1-10">
          <title>The interface design of the application must follow the game's theme.</title>
        </sec>
        <sec id="sec-3-1-11">
          <title>The application shall be compatible with Android devices.</title>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Selection of Image Target and Multimedia Resources</title>
        <p>First, selecting images as markers is essential for the app to scan and display them. The
implementation of this process involves utilizing Vuforia Engine and Unity. Images featuring the
initial letter of each word in the formulas (e.g., Velocity, Time, and Distance) will be chosen.
Subsequently, these images need to be converted to the 24-bit format supported by Vuforia for
image recognition. Vuforia Engine, serving as the augmented reality graphics engine software,
facilitates the development of the application using this technology. The next step involves adding
each selected image to a database in Vuforia (as shown in Figure 4), where a score is assigned,
determining the picture's quality.</p>
        <p>Afterward, the database is downloaded as an installation package (illustrated in Figure 5) for
subsequent importation into Unity. In the final steps, Image Targets are added and associated
with images compatible with Vuforia. It is imperative to activate Vuforia's AR Camera to leverage
the features available in the provided free version.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Application development in Unity</title>
        <p>Starting with creating the user interface using the Canva tool provided by Unity, the screen size
will be set to 2196 x 1080. Additionally, integrating the Vuforia augmented reality camera will
ensure proper interaction between the image and the 3D model. Regarding the user interface
(illustrated in Figure 6), buttons have been designed to facilitate communication between
interfaces, enabling the execution of game options within the augmented reality environment.</p>
        <p>An image target of the completed puzzle has been used so that, after solving it, the visualization
of a 3D model starts. This model has been animated on the Mixamo page, with many movements
stored in a mocap database in BVH format. In this way, the 3D model can be customized. With
Mixamo, any character can be animated; then, the model is downloaded and linked to the image
(as shown in Figure 7).</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Functional description</title>
        <p>Regarding functionality, the project has been designed intuitively, with each part of the
application serving a purpose in teaching this Physics topic, which involves speed, time, and
distance. Regardless of the user’s characteristics, they can learn about the subject by following a
sequence and making decisions as it suits them.</p>
        <p>The first thing users can do when they run the application is access the tutorials that are part
of this physics learning experience. These tutorials include formulas encompassing previously
mentioned concepts, ranging from foundational knowledge to slightly more complex equations.
Following this, they can choose one of the two available game modes: easy and hard. Both game
modes open an augmented reality experience where they can use external cards containing one
of the concepts to respond to the presented equations, thus reinforcing their understanding of
the formulas.</p>
        <p>Users should start in accessible mode and wish to increase the difficulty level. They can switch
to hard mode by using an available button. In both ways, they can view their score once they
complete all the grades available for that game mode.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. User Interface Description</title>
        <p>Describing and presenting an overview of the application’s interface (illustrated in Figure 8). The
interface has been designed to be colorful and aligned with the concepts it aims to teach. It focuses
explicitly on learning physics, particularly the basic formulas for Uniform Rectilinear Motion
(URM) and Uniformly Accelerated Linear Motion (UARM). Therefore, the application's
background consists of an animated image in green and blue colors and a looping melody. Upon
launching it, you can see the presentation of the program used for its creation. In this case, it is
Unity. Following this, the application will request the necessary permissions to access the device’s
camera each time it is run.</p>
        <p>Once permissions are granted, you can see the start of the main interface, which includes the
application’s name, an image of a Poke ball, and a Pokémon representing the game’s central
theme. The user should click on the image of the Poke ball to access the application's main menu,
where four buttons of different colors can be seen, along with an animation of more Pokémon.
These four buttons consist of two game modes and two tutorials.</p>
        <p>In Tutorial 1, you can see the types of Pokémon corresponding to each concept being studied,
such as distance, speed, and time. It is even possible for the user to click on each Pokémon to hear
its characteristic associated sound, which will also be heard during augmented reality. The user
can return to the main menu using the back arrow button. Tutorial 2 presents a more advanced
level of these concepts, including various formulas that use them and their results. This page also
includes a back arrow button that allows returning to the main menu.</p>
        <p>Moving on to the game modes, the user can choose between the easy manner and the
problematic mode. In an accessible way, the application will open the device’s camera, and the
user will be able to see the score increasing or decreasing in the corners and the number of levels
completed, up to six. Additionally, the application will generate a fundamental problem using the
previously mentioned concepts. The user should focus on cards representing distance, speed, and
time as a response to the equation presented. This will also display the corresponding Pokémon
for each term as an augmented reality image, aiding in better memorizing these formulas. Once
the six rounds are completed, the game will show a game over, indicating it’s finished.</p>
        <p>In the challenging game mode, the user will perform the same action but using equations (seen
in Tutorial 2) with a higher difficulty level. Similarly, once seven rounds are completed, the game
will end.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.6. Functionality tests.</title>
        <p>To provide more specific details about the functionality tests, it's essential to highlight that the
application focuses on formulas related to Uniform Rectilinear Motion (URM) and Uniformly
Accelerated Linear Motion (UARM) in physics. This encompasses fundamental concepts like
speed, distance, and time. The functionality tests, conducted with a sample of 50 university
students in the third and fourth cycles of Physics I, aimed to evaluate the application's
effectiveness.</p>
        <p>Participants were divided into two groups, one using the accessible mode and the other using
the hard way. The entire testing process, including explaining the application's function and the
subsequent division into groups, was meticulously recorded for accuracy and transparency. The
students' engagement and feedback were instrumental in assessing the application's impact on
reinforcing their understanding of physics concepts.</p>
        <p>The functional tests involved virtual materials, including the application and image cards for
projecting 3D models. The students worked in pairs, one using the application and the other
managing the cards, creating a comfortable and collaborative learning environment.</p>
        <p>Despite the initial challenges with tutorial clarity, students quickly adapted to the application
after more thorough interaction. The tutorial, gameplay buttons, and added images for a visually
appealing user interface contributed to a positive experience.</p>
        <p>During the game, students demonstrated satisfaction when correctly answering questions,
although challenges arose, such as the camera's difficulty in detecting cards, often attributed to
lighting conditions. Some expressed initial confusion with the games, but their discomfort
diminished as they became more familiar with the application through continued interaction.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>In conclusion, augmented reality is a valuable tool that significantly enhances students' learning
experiences. By integrating augmented reality into education, as evidenced by the "PokePhy"
project, the understanding of concepts can be improved, and active student participation in the
learning process can be encouraged. Moreover, augmented reality can be applied across various
educational domains, particularly in higher education, making it a versatile and practical tool for
educators.</p>
      <p>Continued research and development of new applications for augmented reality in education
are crucial to further enhancing teaching quality. Having a clear purpose for using augmented
reality in education, addressing students' challenges in the learning process, and exploring the
possibilities augmented reality offers can collectively elevate the quality of education. Utilizing
tools like Unity 3D and Vuforia SDK demonstrates a commitment to harnessing advanced
technology for educational benefits.</p>
      <p>However, the project also highlights some important considerations. The need for improved
user interface design and the impact of camera quality and lighting conditions on the augmented
reality experience underscores the importance of refining the application's usability. These
challenges can be overcome through iterative development and close attention to user feedback,
ultimately paving the way for augmented reality to play a more prominent role in enriching the
educational journey for university students. As technology continues to evolve, the "PokePhy"
project exemplifies the innovative spirit that seeks to unlock the vast potential of augmented
reality in higher education, offering a promising path forward for educators and learners alike.
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10.3390/app9214577.
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Physical Education Students: A Systematic Review, Thesis, Universidad de Alicante.</p>
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